Creating FGInventoryItems with state (FGDynamicStruct) from data

looking into using the "new" item state system that replaced state actors in 1.0. I want to add an item to the player's inventory from just incoming data, no pre-existing item/equipment/et.c, that has some state data pre-filled (in this case, Text). the data is important so I can't just have the deployed item actor come up with a new value from blank itself on spawn. ideally the solution would be blueprint only since the mod doesn't have any c++ yet. the only way I can see to do this right now is by making an Inventory Item using the manual make from item class, then either: - calling FInventoryItem SetItemState( const FFGDynamicStruct& NewItemState ) on it, which is public, but not a ufunction (and not blueprint callable). - making the private ItemState UPROPERTY into BlueprintReadWrite via access transformer, then assigning a state via Set Members in ... which should work (trying now) but feels unclean am I missing a better path?
3 Replies
Robb
RobbOP2w ago
can confirm that the BPRW + Set Members In combo works (https://discord.com/channels/555424930502541343/1353540859764936806)
Rex
Rex2w ago
What is the use-case for this?
Robb
RobbOP2w ago
https://discord.com/channels/555424930502541343/599225092953604106/1353723820963528808 doggo's name must be put into the item given to the player from nothingness

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